For a more in-depth guides to specific roles and how to equip them, I also have these videos available: Flanker: ruclips.net/video/7gKx5N1DXT8/видео.html Fire Support: ruclips.net/video/Nc3vpS17U20/видео.html Backstabber: ruclips.net/video/wDfZc9anre0/видео.html
Mechs are defined by 3 factors. Armor, speed and firepower (damage and range). * Armor allows you to fight exposed and make mistakes. * Speed reduces risk of being hit. * Damage refers to the speed to defeat. * Range determines probability of hitting. The fighting style depends on the combination of these variables.
Thank you! I felt this topic was important enough that I didn't want to limit its usefulness only to players of Roguetech. :) Glad you enjoyed the video!
As somebody that got back into RT recently and has finally hit the 'endgame' of having enough Gauss's and PPCs in stock to not really care if they blow up my shiny Atlas, this is incredibly useful. Now to go find as many UAC20s and RACs as they'll let me have.
You can never have enough dakka! I've found vehicles to be loot piñatas when it comes to the better autocannons, so I'd recommend keeping your eyes peeled for them. Glad you found the video helpful, and thanks for the comment!
Even though I came across this later, it STILL remains my go-to-guide for "Roguetech". THIS, is what I call a proper guide. Great work, as always Gubaji 🥳
Thank you for your kind words, friend! I just tried to make something useful, so I'm really happy that you have found it helpful. :) Even though it was one of my earlier videos, I think this remains one of my better ones. Keep battlin'!
I go for defensive mobility with high accuracy ranged fire. I build with max or close to max armor and all defensive gear available. I'll also build preferentially for highest hit probability weapons and gear. I am also close to heat neutral. The mobility allows me to keep my mechs both with higher evasion and getting them into position to focus all their fire on a single target. They pretty much always 'alpha' fire but with little heat gain. Sustained, accurate, concentrated fire is what I go for. I generally do not have dedicated long range mechs. They are all intended to get within the enemy fire range, so ALL my mechs can soak some of the fire. Pulse lasers are my favourite weapon, big ones if possible for the range as much as the hole punching power.
I had a lot of fun when I decided my commander was going to use a Firestarter. Not just for the early game, but for the entire campaign. Spent countless hours taking out Clan mechs for salvage to upgrade the thing, and now my commander is piloting the most high-tech firestarter ever, flush full of clan tech. It's been a fun journey full of many many sessions of that poor firestarter getting beat to shit and KIA in fights against much more powerful clanners.
The idea came from a tabletop campaign I was in, and I decided to recreate my character from that campaign. She ran a firestarter, and when my starting mechs included the legendary mech, I knew it was fate.
Your writing is fantastic, loving the video so far. I might even swap out my current mod for roguetech after this, though its reputation as having a really unfun start kinda makes me leery.
Thanks, glad to hear you enjoyed the video! I don't have experience with any of the other Battletech mods- I went straight to RogueTech from the vanilla game. You might want to check out the beginnings of my Headhunter playlist to compare the start of a RT playthrough to your current experience. ruclips.net/p/PLVR65D-MdTSOXk-N4kgkmSrrROLmeHbW2 Personally, I've had a lot of fun with RogueTech and wouldn't want to play the game any other way! So if you are still on the fence, I'd heartily recommend giving it a shot. :)
Most of the time I just go 'flailing around' end with hilariously unprobable yet successful outcomes and builds, like throwing 2 or 3 light barely armored light mechs with flamers onto enemy heavy mechs, taking them out within just a few turns without any dmg to my own mechs xD
Passive risky has to be the most useless out of them all. It can work in MechWarrior 5 with careful management of aggro but in HBS battletech the enemy targets the most likely hit 90% of the time. And you can't really outarmor 4 enemies each dealing 200 damage every turn. The only success I've had with stacking armor was to get an energy platform, fill every possible slot with 2 sets of addon armor each, stick medium lasers as a poke/crit weapon and just kinda hand there until I felt like retreating. And even then I'd have much more success with any other build removing enemies off the board instead of taking their fire head on. Ive settled on a mixture of the other 3, completely abandoning the libertarian...I mean passive risky as it it completely useless, weird how it's placed on the compass 😅.
Gunnery>Tactics>Piloting>>Guts. This has more to do with my weapon choices; I need those jam modifiers. ;) Tactics is quite strong, and I would be prioritizing that skill if not for jam needs. Warlord for damage dealers; later in the game I might choose someone to receive Controlled Bursts instead, once I have a good selection of weapons that benefit from it. I feel it gets overlooked by many. The fact that it lasts for two turns instead of one is relevant. Focus Fire is nearly required, imo. Negative one to recoil? Yeah, always. Sensor lock will typically get put on utility or low-damage pilots. That usually doesn't end up being more than a couple for me, likely just my airborne. Forward ground units may see a heavy investment into the piloting tree. Phantom mech is a very solid investment- once again, a skill that lasts two turns. Those are the skills that stand out to me, some of the others are useful too, but generally when I'm considering going into a tree, these are what come to mind.
Great video. Just wondering if the overlay on the right side of the screen is a mod or something that was added during video editing? If it is a mod where can I download it.
Happy to hear that you enjoyed the video! Most of the game footage I've used in my tutorials are pulled directly from Headhunter, an Ironman Roguetech challenge run that I created. That image overlay is an aid to help the viewer track my progress. It's not a downloadable mod, but if you are interested in the rules or following along with the run, check out the first video in the series here: ruclips.net/video/1I6jW01nc-o/видео.html You can tackle the challenge yourself just by keeping track on notepad or a scrap of paper (which would be a lot less effort than what I have to do for that image, lol).
Kinda unfair comparison to the planets ... because they dont want to ruin you on purpose after changing their mind; planets - usually - dont have minds ...
For a more in-depth guides to specific roles and how to equip them, I also have these videos available:
Flanker: ruclips.net/video/7gKx5N1DXT8/видео.html
Fire Support: ruclips.net/video/Nc3vpS17U20/видео.html
Backstabber: ruclips.net/video/wDfZc9anre0/видео.html
Just a note. Pod space only refers to Omni-Mechs
Mechs are defined by 3 factors. Armor, speed and firepower (damage and range).
* Armor allows you to fight exposed and make mistakes.
* Speed reduces risk of being hit.
* Damage refers to the speed to defeat.
* Range determines probability of hitting.
The fighting style depends on the combination of these variables.
or they're clan mechs, which are defined by all three hehe
I appreciate that while you use RT footage, the content and advice is equally applicable to the vanilla game. Good writing, as well. Well done, sir.
Thank you! I felt this topic was important enough that I didn't want to limit its usefulness only to players of Roguetech. :) Glad you enjoyed the video!
As somebody that got back into RT recently and has finally hit the 'endgame' of having enough Gauss's and PPCs in stock to not really care if they blow up my shiny Atlas, this is incredibly useful. Now to go find as many UAC20s and RACs as they'll let me have.
You can never have enough dakka! I've found vehicles to be loot piñatas when it comes to the better autocannons, so I'd recommend keeping your eyes peeled for them.
Glad you found the video helpful, and thanks for the comment!
Even though I came across this later, it STILL remains my go-to-guide for "Roguetech". THIS, is what I call a proper guide. Great work, as always Gubaji 🥳
Thank you for your kind words, friend! I just tried to make something useful, so I'm really happy that you have found it helpful. :) Even though it was one of my earlier videos, I think this remains one of my better ones. Keep battlin'!
I go for defensive mobility with high accuracy ranged fire. I build with max or close to max armor and all defensive gear available. I'll also build preferentially for highest hit probability weapons and gear. I am also close to heat neutral. The mobility allows me to keep my mechs both with higher evasion and getting them into position to focus all their fire on a single target. They pretty much always 'alpha' fire but with little heat gain. Sustained, accurate, concentrated fire is what I go for. I generally do not have dedicated long range mechs. They are all intended to get within the enemy fire range, so ALL my mechs can soak some of the fire. Pulse lasers are my favourite weapon, big ones if possible for the range as much as the hole punching power.
Room for bang bang's
*laughs heartily*
I had a lot of fun when I decided my commander was going to use a Firestarter. Not just for the early game, but for the entire campaign. Spent countless hours taking out Clan mechs for salvage to upgrade the thing, and now my commander is piloting the most high-tech firestarter ever, flush full of clan tech. It's been a fun journey full of many many sessions of that poor firestarter getting beat to shit and KIA in fights against much more powerful clanners.
The idea came from a tabletop campaign I was in, and I decided to recreate my character from that campaign. She ran a firestarter, and when my starting mechs included the legendary mech, I knew it was fate.
In that campaign she also ended up coming back with half her mech or less in most fights lol
Incredible work, thank you!
Glad you liked it!
Your writing is fantastic, loving the video so far. I might even swap out my current mod for roguetech after this, though its reputation as having a really unfun start kinda makes me leery.
Thanks, glad to hear you enjoyed the video! I don't have experience with any of the other Battletech mods- I went straight to RogueTech from the vanilla game. You might want to check out the beginnings of my Headhunter playlist to compare the start of a RT playthrough to your current experience.
ruclips.net/p/PLVR65D-MdTSOXk-N4kgkmSrrROLmeHbW2
Personally, I've had a lot of fun with RogueTech and wouldn't want to play the game any other way! So if you are still on the fence, I'd heartily recommend giving it a shot. :)
A mech is defined by 3 things. Speed, armor and weapons. Weapons include firepower and range. No way to have all 3 to the top. You need to prioritize.
I'd say dump MGs, except when you come up against battle armor, and then those things are a goddamn lifesaver.
Most of the time I just go 'flailing around' end with hilariously unprobable yet successful outcomes and builds, like throwing 2 or 3 light barely armored light mechs with flamers onto enemy heavy mechs, taking them out within just a few turns without any dmg to my own mechs xD
I find 4/6 mobility manageable when my opponents are 0/0 with no legs.
"death is the best form of crowd control"
-me, when playing an assassin in any game.
Great tutorial.
Glad you liked it!
I see you're Steiner Scout Lance and I approve
The enemy has been fully scouted and never saw them coming.
/kicks orphanage into river.
Best watched for the closing comments. Good form.
Glad to hear that you enjoyed the video!
I just need to figure out how to get regenerating legs...just internalled the same leg THREE times...and it was still fresh.
just got battletech on sale for $10, thanks for the memes
That's a steal, enjoy the game!
Passive risky has to be the most useless out of them all. It can work in MechWarrior 5 with careful management of aggro but in HBS battletech the enemy targets the most likely hit 90% of the time. And you can't really outarmor 4 enemies each dealing 200 damage every turn. The only success I've had with stacking armor was to get an energy platform, fill every possible slot with 2 sets of addon armor each, stick medium lasers as a poke/crit weapon and just kinda hand there until I felt like retreating. And even then I'd have much more success with any other build removing enemies off the board instead of taking their fire head on. Ive settled on a mixture of the other 3, completely abandoning the libertarian...I mean passive risky as it it completely useless, weird how it's placed on the compass 😅.
The thing about that clan er ppc
It turns the inhibitor field off...
Mechs ?
Arty.
Can you do a quick guide on how you like to do your mechwarrior teams (distribution of skills/etc)?
Gunnery>Tactics>Piloting>>Guts. This has more to do with my weapon choices; I need those jam modifiers. ;) Tactics is quite strong, and I would be prioritizing that skill if not for jam needs.
Warlord for damage dealers; later in the game I might choose someone to receive Controlled Bursts instead, once I have a good selection of weapons that benefit from it. I feel it gets overlooked by many. The fact that it lasts for two turns instead of one is relevant.
Focus Fire is nearly required, imo. Negative one to recoil? Yeah, always.
Sensor lock will typically get put on utility or low-damage pilots. That usually doesn't end up being more than a couple for me, likely just my airborne.
Forward ground units may see a heavy investment into the piloting tree. Phantom mech is a very solid investment- once again, a skill that lasts two turns.
Those are the skills that stand out to me, some of the others are useful too, but generally when I'm considering going into a tree, these are what come to mind.
Great video. Just wondering if the overlay on the right side of the screen is a mod or something that was added during video editing? If it is a mod where can I download it.
Happy to hear that you enjoyed the video! Most of the game footage I've used in my tutorials are pulled directly from Headhunter, an Ironman Roguetech challenge run that I created. That image overlay is an aid to help the viewer track my progress. It's not a downloadable mod, but if you are interested in the rules or following along with the run, check out the first video in the series here:
ruclips.net/video/1I6jW01nc-o/видео.html
You can tackle the challenge yourself just by keeping track on notepad or a scrap of paper (which would be a lot less effort than what I have to do for that image, lol).
Dakka dakka
Rotary ACs go brrrrrr
Foctd tape
Planets are like women.
Kinda unfair comparison to the planets ... because they dont want to ruin you on purpose after changing their mind; planets - usually - dont have minds ...